Use the corresponding starter(s) from the 'Starters' section of this page.
>
Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
,
Link the previous move into the following move.
(X)
A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled.
~
Cancel the previous special into the following special.
cl.
Close to opponent.
f.
Far from opponent.
j.
Jumping move.
AA
Anti-air. Hit the opponent while they're mid-air.
[X]
Hold input.
X/Y
Do either X move or Y move in a combo (Both final damage/stun values will be shown).
X * N {X} * N
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}".
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Light Starters
Combo
Damage
Notes
2B, clB
43
Allows for 214A routes off of a low. It's a stronger option limited by proximity.
2B, 2A, 2A
60
Low confirm.
clB, clD > 6B (1)
133
Light into Heavy, great for close punishes and crossup confirms. (160 with both hits of 6B)
jA, clB, clD > 6B (1)
170
Crossup confirm. (195with both hits of 6B)
Heavy Starters
Combo
Damage
Notes
clD > 6B
108
Standard starter. (136 with both hits of 6B).
jC, clB, clD > 6B (1)
195
Crossup confirm. (220 with both hits of 6B)
Other Starters
Combo
Damage
Notes
CD
75
Big CD that she can start combos from.
236CD
75
Shatter Strike, big and starts combos.
Counter jCD
112
Big and she has a lot of options after it.
2C
70
Launcher, also juggles.
426P/AC
60/80
Command Grab Starter.
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes:
Due to how different clB and 2A Light Starters are, combos that need clB/Heavy specifically will be called 214P Starters
Notation: Unchain followups are written using a ~ to connect the moves. So it will read as starter~unchain circle~finisher.
Rush Auto Combo
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
cl.A > A > A > B
138
30
0
.23%
Anywhere
Rush combo ending with Red Sky (624A). Normally this won't combo from Lights.
cl.A > A > A > C
200
30
1
.7%
Anywhere
Rush combo ending with Real Rave (4623P).
cl.A > A > A > D
324
30
2
.7%
Anywhere
Rush combo ending with MAX Real Rave (4623AC).
cl.A > A > A > A
431
30
3
.7%
Anywhere
Rush combo ending with a Climax.
Meterless
Combo
Damage
Stun
Meter Gain
Location
notes
Starter > 46B (1) ~ 2P ~ 6K ~ 236C
195
155
.30%
Anywhere
Ol' reliable from grounded 46K.
Starter > 46K (1) ~ 6A (1) ~ 66A, 46D ~ 2B ~ 66B
298
290
.47%
Anywhere
Requires you to be close for 66P to hit if 46K is done after lights or raw. Works just fine from clB.